# Using Mixamo for Rigging

{% embed url="<https://www.youtube.com/watch?v=CQwXJq6i0Z0>" %}
Rigging the VRM in Mixamo Video Tutorial
{% endembed %}

There are many ways to rig your character depending on which application you are using. The quickest way is to use [Mixamo](https://www.mixamo.com/), with a very fast system to rig a character that may be less accurate. It is possible to improve the rig and skinning in your 3D application.&#x20;

An alternative to Mixamo, that allows for more accurate joint positions but takes a little longer to do, is [Accurig](https://actorcore.reallusion.com/auto-rig) by Reallusion.

You can use any system that best suits the Unity Humanoid Avatar system.&#x20;

### Rigging in Mixamo

* **Go to the Mixamo websit**e [here](https://www.mixamo.com/).
* **Use the Upload Character button** on the right. *If your .fbx does not work, it may work better using a .obj instead.*

![Upload Character on Mixamo](https://3438761929-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MkgZbQzoznBJC_ld633%2Fuploads%2F0JepwVnpuPupnowRWTe5%2FMixamo_UploadCharacter.gif?alt=media\&token=88eeca2b-8ad1-4edd-8f5a-2f3e45efd40a)

* **Select Next**
* **Position the key points on your avatar** as needed. The points will include the following :&#x20;

  * Chin
  * Wrists
  * Elbows
  * Knees
  * Groin

  Note how in this model the points were on the knees and not the coat, otherwise the position would be incorrect

![Position the key locations on your character](https://3438761929-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MkgZbQzoznBJC_ld633%2Fuploads%2F84533mGZ9y2ncIikZDeG%2FMixamo_Keypoints.gif?alt=media\&token=1e436e68-c37d-4fdf-8ef9-9f7dd017c011)

* You can **turn symmetry on/off as needed** at the bottom
* Once done, **use the Next button** at the bottom for processing (which will take a minute or two)
* Your can see the results before you **select the Next button** once again&#x20;

![Results of Mixamo rigging!](https://3438761929-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MkgZbQzoznBJC_ld633%2Fuploads%2FTcDXn14ZhDkyqf5uhm8L%2FMixamo_Process.gif?alt=media\&token=3d8aef2d-09a9-48da-b5b6-d6c95f704793)

* You can **test other animations in the Mixamo library**, this can give you a good idea of if you need to do any cleaning up in your 3D application

![Test Animations on your rig](https://3438761929-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MkgZbQzoznBJC_ld633%2Fuploads%2FZnWzILg8spgBH27rDQUx%2FMixamo_AnimationTest.gif?alt=media\&token=edea56d2-8f1c-455e-a015-edd69d555fd2)

* If you are happy with your avatar you can **download the result at the top right Download button**
* **Make sure to remove any animations** that you tested with before exporting the file as this will export the animation, not the avatar itself.
* When exporting, **select .FBX for Unity.** Selecting T-Pose on Download is optional, if you plan on importing the avatar directly into Unity after this, then a T-Pose is recommended. Otherwise the original pose may be better for further refinment in your 3D asset creation tool.

![Downloading your rigged avatar](https://3438761929-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MkgZbQzoznBJC_ld633%2Fuploads%2FKgy9MbKOPppecdhg3fQt%2FMixamo_Download.gif?alt=media\&token=30ba2a1b-d941-49d3-a2ac-a870ba9992a2)

Now that you have a rigged avatar you can either import this directly into Unity, or clean it up further in your 3D application of choice.
